Commander Guides

Star Trek Legends Ranked

All 90 legendary creatures in Magic's Star Trek set, ranked from the best commander to the weakest, with what deck each one leads, how it wins and what holds it back.

The short answer

The best Star Trek legend for Commander is Mr. Spock, Science Officer, and the weakest is Armus, Skin of Evil, a seven-mana 6/6 built for draft. All 90 legendary creatures in the main set are ranked below, in six tiers. If you want the top picks written up in depth, with key cards for each, start with our best Star Trek commanders guide; this page is its companion, and it keeps that guide's order.

How we ranked them

Scryfall lists 90 legendary creatures in Magic: The Gathering | Star Trek (TRK). Each is ranked by how good a Commander deck it leads: how strong its engine is, how clearly it tells you what to build, what it costs to cast and recast, and how much it asks of the other 99 cards.

The set releases on November 13, 2026, and no TurnZero HQ games have been logged with these cards, so this is a read of the cards, not of results. The eight main-set legends in our top ten keep the same order here; the other two spots on that list belong to Commander-set legends. A commander doesn't set your bracket on its own, and a legend ranked low here can still be a great card in the 99. For the cards we expect to see in the most decks, whoever leads them, see our Star Trek Commander staples predictions.

The four precon face commanders and the other Commander-set (TRC) legends aren't in the main set, so they are covered on the precon comparison and the top-ten page instead.

Tier 1: Build around these first

The eight main-set legends from our top ten, in the same order. Each has an engine that tells you what the other 99 cards should be, and each one is written up in full on the top-ten page.

  1. 1 Mr. Spock, Science Officer Best for card draw

    Every card you would draw becomes two, your draw step included. Build a mono-blue draw deck and win with payoffs that count each card, like Psychosis Crawler. The cost is your own library, which empties about twice as fast, and a four-mana 2/4 that every opponent wants dead. Full write-up →

  2. 2 Captain Kathryn Janeway Best for lands and creatures

    An extra land drop each turn, and every creature you control that enters explores, Janeway included. Lands go to your hand for the extra drop and misses become +1/+1 counters, so a creature-heavy green deck rarely stalls. The engine is cards and mana, so you still need finishers to close. Full write-up →

  3. 3 Captain Jean-Luc Picard Best for tokens

    Your other creatures get +1/+1, and each creature or Spacecraft spell you cast makes a 1/1 Officer, which the anthem turns into a 2/2. Tapping seven Officers puts a Spacecraft from your library onto the battlefield with seven charge counters. Mono-white is short on card draw, so plan how you refill after a board wipe. Full write-up →

  4. 4 Jadzia Dax, Living Legacy Best for big mana

    Two mana for a 0/1 that gets a +1/+1 counter at the start of your first main phase, then adds {G} for each counter on her. Extra counters from cards like Hardened Scales speed her up, and X spells spend the mana. She dies to almost anything, and the mana only arrives in your first main phase. Full write-up →

  5. 5 Dathon, His Heart Open Best for enchantments

    Each enchantment spell you cast draws a card, and a Saga also deals 2 damage to each opponent. His {2} ability adds another counter of a kind already on an enchantment, which moves a Saga to its next chapter early. Temur has no white enchantment payoffs, so the deck leans on cheap Auras, Sagas and enchantment ramp. Full write-up →

  6. 6 Dr. Beverly Crusher Best for lifegain

    Any triggered ability of your permanents that triggers on gaining life triggers an additional time, her own +1/+1 counter trigger included. Ajani's Pridemate gets two counters and Well of Lost Dreams draws twice. She doubles payoffs, not life, so the deck needs both frequent small life gain and permanents that reward it. Full write-up →

  7. 7 Grand Nagus Zek Best for budget aristocrats

    Once each turn, when another creature dies, you make a Treasure, and Zek gets +1/+1 for each Treasure you control. That makes a sound mono-black aristocrats commander that ramps while it grows. The once-a-turn limit holds him back, and every Treasure you spend shrinks him. Full write-up →

  8. 8 Kira Nerys, Firebrand Best for aggressive tokens

    While you control an attacking creature, your creatures enter tapped and attacking, and each other creature that enters gets +1/+1 until end of turn. Instant-speed token makers and attack-trigger tokens all join the fight. She needs an attacker already in combat to turn on, so the deck wants a steady supply of them. Full write-up →

Tier 2: Strong commanders with a clear plan

Commanders that lead a real deck with an engine you can lean on. Most of the two-color picks from the color-by-color table on our top-ten page sit here.

  1. 9 Dr. Joseph M'Benga Best for +1/+1 counters

    Counters you put on your creatures are doubled, and your other creatures with counters have hexproof. He leads a mono-green counters deck that wins with a big board opponents can't target. He draws no cards and doesn't protect himself, so he is the removal target.

  2. 10 Captain James T. Kirk Best for aggro

    When he enters or attacks, choose a loot, a 1/1 Officer or +1/+0 for your team, and choose any or all of them when your hand is empty. A low-curve mono-red deck empties its hand fast and gets every mode on each attack. He is a 2/2 for three that has to attack to keep paying you, so he needs a wide board or evasion around him.

  3. 11 Deanna Troi, Psychic Counsel Best for counters and tokens

    For two mana, every other creature you control enters with an additional +1/+1 counter, tokens included. Your 1/1 token makers make 2/2s, and counter payoffs turn on early. She draws no cards, so a mono-white deck around her needs its own card advantage.

  4. 12 Lieutenant Commander Data Best for spells

    He gets a +1/+1 counter whenever any player casts a noncreature spell, and {1} plus removing three counters from among your creatures draws a card. A mono-blue spells deck grows him fast, and a busy table helps. Three counters per card is a steep rate, so he is steady card flow rather than a flood.

  5. 13 Rok-Tahk, Budding Scientist Best for big mana

    Your creatures have “{T}: Add {G}{G},” and Rok-Tahk brings Murf, a 0/1 indestructible token that taps for two as well. A creature-heavy green deck has a pile of mana the turn after he lands, for X spells and big creatures. Six mana is a lot for a commander, and new creatures can't tap for mana the turn they arrive.

  6. 14 Captain Pike, Fullness of Time Best for lands

    You may look at the top card of your library at any time and play lands from it, and his power and toughness equal your number of differently named lands. With extra land drops such as Exploration or Azusa, Lost but Seeking, every land on top is a free card. He does nothing for spells, so the deck still needs green's usual card draw.

  7. 15 Gowron, Eager for Battle Best for sacrifice

    He gets a +1/+1 counter whenever another creature dies and is his own free sacrifice outlet, and sacrificing a Klingon draws a card for 1 life. A Rakdos aristocrats deck with Klingon token makers like L'Rell, Fierce Visionary feeds him every turn. Only Klingons draw, so the card flow depends on how many your deck has.

  8. 16 Seven of Nine Best for modal spells

    Whenever you face a dilemma, which means choosing one or more modes for a spell or ability, you draw a card. Charms, Commands, escalate spells and creatures with “choose one” triggers all draw. The deck is only as good as its count of modal cards, and a four-mana 2/4 does nothing else.

  9. 17 Nog, Ambitious Cadet Best for lands from the graveyard

    A two-mana 2/2 with menace. {1} makes him a 3/4 Scout that surveils 2 whenever he becomes tapped, and {3} more makes him an Officer that lets you play lands from your graveyard and an extra land each turn. That leads a Golgari lands deck with fetch lands and self-mill. The full upgrade is six mana in all, and he starts over if he dies.

  10. 18 Phlox, Unorthodox Doctor Best for counters and combat

    A 3/4 trample for four. Whenever a creature you control with a counter on it deals combat damage to a player, you draw a card. Any kind of counter works, so a Selesnya +1/+1 counters deck turns each attack into cards. It needs creatures that connect, which gets harder once the table has big blockers.

  11. 19 Cleveland Booker, Empath Best for landfall tokens

    Each land that enters under your control makes a 2/2 Worm that can't block, and {8} gives your creatures +2/+0. A Gruul landfall deck with fetch lands and extra land drops makes two or three Worms a turn. The Worms can't block, so the deck has to keep attacking.

  12. 20 Gray and Adira, Forever Joined Best for spells and copies

    At the beginning of combat on your turn, if you've cast a noncreature spell this turn, you get a hasty, nonlegendary token copy of a creature you control, sacrificed at the next end step. Copy creatures with enter or attack triggers. It needs a noncreature spell every turn, so an Izzet deck around them runs plenty of cheap ones.

Tier 3: Good in the right deck

These work, but only when the deck is built for them, or they carry a catch you have to plan around. Several look stronger on first read than they play.

  1. 21 Locutus, the One Who Speaks Best for artifact creatures

    Two mana, and your artifact creatures get +1/+1, Locutus included. It is a cheap Borg commander for an Orzhov artifact creature deck, and the anthem pumps artifact tokens like Thopters and Servos. The anthem is all it does from the command zone, so the deck brings its own card draw.

  2. 22 Seven of Nine, Unassimilated Best for lands and card draw

    At the beginning of your first main phase you draw a card, then discard one unless you control five or more differently named lands. With seven named lands, {6}{U} makes her a 7/9. A mono-blue deck needs five land names, from utility lands or Snow-Covered Islands beside its Islands, before she is pure card draw.

  3. 23 Elim Garak, Simple Tailor Best for modal drain

    A 3/3 menace for three. Each dilemma you face drains each opponent for 2, which adds up fast in a four-player game. The deck lives on its count of modal cards, so count them before you build. Seven of Nine is the Dimir take on the same plan, drawing instead of draining.

  4. 24 Captain Benjamin Sisko Best for five-color modal spells

    Two mana, but the activated ability costs {2}{W}{U}{B}{R}{G}, so his color identity is all five colors. He makes an Officer at your end step for each dilemma you faced that turn, and his activation ({T} included) exiles your top five cards and casts any of the spells among them free, as long as each has mana value no greater than your Officer count. He needs a five-color mana base and several Officers before the activation pays off.

  5. 25 Will Riker, First in the Field Best for landfall

    At the beginning of combat on your turn, the next two lands in your library go onto the battlefield, and you sacrifice them at your end step. That is two landfall triggers and two extra mana every turn. The mana arrives at combat, so it goes to spells after combat, and the lands are gone before your next turn.

  6. 26 Scotty, Miracle Worker Best for spells from the graveyard

    During your main phase, each instant and sorcery in your graveyard can be cast with beam me up: pay its mana cost and return another creature you control to your hand, then the spell is exiled. A mono-blue deck of enter-the-battlefield creatures gets a spell and a creature to recast each time. Main phase only means you can't hold up graveyard instants on opponents' turns, and each spell comes back once.

  7. 27 Zefram Cochrane, Warp Pioneer Best for artifacts

    You may look at the top card of your library at any time and, once during each of your turns, cast an artifact spell from there. Your Spacecraft enter with two extra charge counters. A mono-blue artifact or Spacecraft deck gets an extra card most turns, one artifact at a time.

  8. 28 Khan, Vengeful Heart Best for sacrifice

    A 5/3 for four. When he enters, you may sacrifice another creature or artifact to draw two cards. In a sacrifice deck that is a repeatable two cards each time you recast him, but he does nothing after he enters, and each recast costs more.

  9. 29 Miles O'Brien, Transporter Ops Best for self-bounce

    When he enters, return another creature or artifact you control to your hand, and at each end step, if a permanent was returned to your hand from the battlefield that turn, you draw a card. A white deck of enter-the-battlefield creatures and self-bounce draws every turn. Blink doesn't count, since nothing goes to your hand, and white has few repeatable bounce effects.

  10. 30 Captain Jonathan Archer Best for Federation

    He brings Porthos, a 1/1 Dog token, and {G}, {T} gives a creature +X/+X at sorcery speed, where X is the number of creature types among your non-Borg creatures. A mono-green deck of mixed creature types makes one big attacker a turn. Changelings don't help: a changeling has every creature type, Borg included, so Federation leaves it out.

  11. 31 Lt. Cmdr. Geordi La Forge Best for charge counters

    If you would put charge counters on an artifact you control, you put twice that many. Stationing a Spacecraft puts charge counters on it, so your ships come online in half the taps, and charge-counter artifacts like Everflowing Chalice double too. Few cards use charge counters, so this is a Spacecraft deck first.

  12. 32 Hemmer, Fixing What Is Broken Best for Spacecraft

    Two mana. During your turn your Spacecraft have hexproof, and whenever Hemmer becomes tapped you draw a card, then discard one. Tapping Hemmer to station a ship loots, so an Azorius Spacecraft deck gets protection and card selection. The hexproof ends when your turn does.

  13. 33 Quark, Humble Proprietor Best for artifact count

    He makes a Treasure at the beginning of each upkeep, but you can't sacrifice Treasure tokens while he's out, so they make no mana. They do count as artifacts for cards that care how many you control. He reads like a ramp commander and isn't one.

  14. 34 Q, Stacking the Deck Best for random value

    When Q enters, you shuffle and exile cards until a nonland card, which gains an ability: during your turn, exile a card from your hand to create a copy of it you may cast. Some games that is a bomb you cast every turn; in others it is a cheap ramp spell. You can't steer it, so Q is a fun commander more than a strong one.

  15. 35 Georgiou, Terran Emperor Best for paying life

    You don't lose for having 0 or less life, and at your end step you lose 3 life and draw a card, then make ten 1/1 Officers if your life is 0 or less. You can spend life down to 0 without dying, and each of your end steps at 0 or below makes ten more Officers. If she leaves the battlefield while you're at 0 or below, you lose right away, and commander damage and poison still count.

  16. 36 Lwaxana Troi, Charming Guest Best for doubled triggers

    {2}, {T}: choose another creature you control, and its triggered abilities trigger an additional time for as long as Lwaxana stays tapped, and you may keep her tapped through your untap step. Pointed at a creature with a strong attack or upkeep trigger, it doubles that creature for turns. Removal on either creature ends it.

  17. 37 Sela, Tal Shiar Paradox Best for graveyard tokens

    Whenever she attacks, exile up to one card from a graveyard, and whenever one or more cards leave your graveyard, you make a tapped 2/2 Romulan. Exiling from your own graveyard on the attack makes a token by itself, and reanimation and flashback make more. She is a 3/3 for four that has to attack to start, so she needs help surviving combat.

  18. 38 Vash, Freelance Archaeologist Best for graveyard recursion

    Surveil 1 at each of your upkeeps, and once each turn, when a card leaves your graveyard, draw a card. A Golgari recursion deck draws an extra card every turn. The once-a-turn limit caps it there, so Vash is steady rather than explosive.

  19. 39 Kirk, Commanding Officer Best for big attacks

    Whenever you attack while your creatures have total power 8 or greater, exile the top card of your library, and you may play it this turn. A Boros go-wide deck gets an extra card each combat, and {2}, sacrifice Kirk destroys an artifact or enchantment. Kira Nerys leads the Boros attack plan harder; this Kirk suits a deck that wants cards over pump.

  20. 40 Sarek, Federation Ambassador Best for Federation

    At the beginning of combat on your turn, draw a card for every five creature types among your non-Borg creatures, and if that draws three or more, put two +1/+1 counters on each creature you control. Five types per card is a steep rate, and fifteen for the counters takes a board of very different creatures. Changelings are Borg too, so they don't count.

Tier 4: Niche commanders

Fun themes with a small engine. You can build a deck around any of these, but the 99 does most of the work.

  1. 41 Gul Dukat, Colonial Prefect Best for drain finisher

    A seven-mana 6/6 with menace. At each end step, each opponent loses life equal to the life they lost that turn, and you gain that much. In a deck that hits everyone every turn he doubles each opponent's life loss, but seven mana is slow for a commander, and he is a better finisher in the 99.

  2. 42 Brad Boimler, Eager Ensign Best for counters

    A two-mana 2/2 with lifelink. Whenever he becomes tapped, counters put on your permanents for the rest of the turn get one extra of each kind. Attacking with him or tapping him to station a Spacecraft turns it on. The bonus is one counter each time, so the deck needs counter makers that work during your turn.

  3. 43 Captain Michael Burnham Best for landfall

    A 3/3 trample for three. Whenever a land you control enters, she deals 1 damage to each opponent, and the second trigger each turn also gives her a +1/+1 counter. Will Riker, First in the Field gives her two triggers a turn on his own. Red has fewer extra land drops than green, so the 99 has to supply them.

  4. 44 The Traveler Best for lands

    Two mana for a reach, vigilance creature whose power equals your differently named lands. It is a cheap body for a Simic lands deck, but it gives no card advantage or ramp, so as a commander it asks the 99 to do all the work.

  5. 45 Jett Reno, Problem Solver Best for modal spells

    Whenever she becomes tapped, surveil 1, or draw a card instead once her power is 4 or greater, and each dilemma you face gives her a +1/+1 counter. A mono-blue modal deck turns her into a card a turn, but she starts as a 1/2 and needs three dilemmas before she draws.

  6. 46 Worf, Honor-Bound Warrior Best for commander damage

    A two-mana 1/1. Tapping two untapped artifacts or creatures puts a +1/+1 counter on him at sorcery speed, and when you attack with total power 8 or more his power doubles. A Boros deck can grow him into a commander damage threat, but tapping your creatures to grow him competes with attacking with them.

  7. 47 The Caretaker Best for modal spells

    Six mana for a 5/6 with vigilance and ward {2}. At each end step, if you faced a dilemma that turn, an opponent exiles cards from their library until a nonland card, and you may cast it free. A mono-blue modal deck gets a free spell each turn it chooses a mode, but six mana and a random card from someone else's deck make it slow and swingy.

  8. 48 Neelix, Moral Support Best for lifegain

    Two mana. He makes a Food when he enters and gets a +1/+1 counter whenever you gain life. Mono-green has few lifegain payoffs to build around, so Dr. Beverly Crusher leads that deck far better, and Neelix suits the 99 of a green-white one.

  9. 49 Sulu, Space Swashbuckler Best for Equipment and Spacecraft

    A two-mana 2/2 with first strike. Whenever Sulu becomes tapped, if an Equipment or Spacecraft entered under your control this turn, you draw a card. Attacking or stationing after you cast one draws, so a mono-white Equipment deck gets a card on the turns it plays one, and nothing on the others.

  10. 50 Worf, Intelligence Contractor Best for steal and sacrifice

    When he enters, gain control of up to one creature with mana value 3 or less from each opponent until end of turn, untapped and with haste. A sacrifice deck sacrifices what it steals before it goes back. It happens only when he enters, so as a commander it is one swing per cast.

  11. 51 Tasha Yar, Out of Time Best for aggro

    A two-mana 2/1 with haste. When she dies, exile the top card of your library and you may play it until the end of your next turn, and from your graveyard {2}{R} makes a temporary token copy of her. A commander can stay in the graveyard to use that, but you usually want her back in the command zone, so she is better in the 99.

  12. 52 Erica Ortegas, Plucky Pilot Best for landfall

    A four-mana 3/3 with haste. Whenever she becomes tapped, you may put a land from your hand onto the battlefield, then return a land you control to your hand at the next end step. That is extra landfall triggers for a red landfall deck, but you return a land at end of turn, so it nets triggers rather than lands or cards.

  13. 53 Rutherford, Upgraded Ensign Best for artifacts

    When he enters, look at the top six cards and take an artifact, and each Spacecraft spell you cast puts a +1/+1 counter on a creature. He is a good card in a white artifact or Spacecraft deck, but as a commander he does his best work once, when he enters.

  14. 54 Gwyndala, the Progeny Best for Equipment

    Two mana. Gwyndala enters with Neuroflux Heirloom, a +1/+1 Equipment token, and {2} turns each Equipment token you control into a copy of an Equipment you control until end of turn. Blue makes few Equipment tokens, so the deck has a narrow pool to build from.

  15. 55 Dal R'El, Augment Orphan Best for landfall ramp

    Each land that enters under your control adds {R} or {G}, and {3}, sacrifice a land draws a card. A 3/3 for three that ramps a Gruul landfall deck and turns spare lands into cards late, but Cleveland Booker gives the same deck a board.

  16. 56 General Chang, Cold Warrior Best for Klingons

    One mana. {1}, sacrifice a creature puts a +1/+1 counter on each Klingon you control. Most of the set's Klingon legends are red or black-red, so Chang fits better in the 99 of a Gowron deck than at the head of a mono-black one.

  17. 57 L'Rell, Fierce Visionary Best for sacrifice fodder

    At the beginning of combat on your turn, make a hasty 2/1 Klingon Warrior that you sacrifice at the next end step, and {2}, sacrifice another creature or artifact surveils 1. It is free sacrifice fodder every turn, but Gowron leads the same Rakdos deck better and wants L'Rell in the 99.

  18. 58 Data, New Life Best for card draw

    A two-mana 0/1 artifact creature that gets a +1/+1 counter whenever you draw a card. In a draw deck he grows fast, but he only attacks. Mr. Spock leads that deck better, and with Spock out Data gets two counters for every card you would have drawn.

  19. 59 Jake Sisko, War Correspondent Best for landfall

    Two mana. Each land that enters under your control gains you 1 life, and the second landfall each turn investigates. That is one Clue a turn at most, and each costs {2} to cash in, so it is slow value.

  20. A two-mana 2/1 with first strike. Each time she becomes tapped she gets a promotion counter, and at three she removes them to deal 2 damage to each opponent. Attacking and stationing both tap her, but 2 damage every third tap is a slow clock for a commander.

  21. 61 Hologram Janeway Best for big attacks

    A three-mana 3/3 artifact creature. Whenever you attack while your creatures have total power 8 or greater, put a +1/+1 counter on a creature. It is a useful piece of a white go-wide deck, but one counter per attack is too little for the command zone.

  22. 62 Kai Winn, Faithless Leader Best for punishing one card

    A two-mana 3/1. Name a nonland card as she enters, and an opponent who casts a spell with that name or activates an ability of a source with that name loses 3 life. Naming an opponent's commander taxes one player, so she is a 99 card for a pod you know well.

Tier 5: Better in the 99

Good cards that do their work once, when they enter, or that support a plan another legend leads better. Put them in a deck rather than at the head of one.

  1. 63 Dr. Leonard "Bones" McCoy Best for recursion

    A three-mana 3/2 with flash. When he enters, return a non-Doctor permanent card from your graveyard to your hand, or pick a creature that returns with a +1/+1 counter if it dies this turn. A strong 99 card for green, and one effect per cast as a commander.

  2. 64 The Doctor, EMH Best for counters

    Five mana. When it enters, put a +1/+1 counter on a creature, then another on each creature you control with a counter on it. A good 99 card in a Selesnya counters deck, which Phlox leads and draws cards for.

  3. 65 Dr. McCoy, Surly Surgeon Best for protecting counters

    Four mana. When he enters, put a +1/+1 counter on another creature you control, and your other creatures with +1/+1 counters lose their counters instead of being destroyed. Useful protection for a counters deck's 99, with nothing to build a deck around.

  4. 66 The Duras Sisters Best for sacrifice fodder

    A two-mana 3/2 that leaves a hasty 2/1 Klingon Warrior when it dies. Good fodder for Gowron, and nothing more from the command zone.

  5. 67 Zero, Incorporeal Sensate Best for disruption

    A three-mana 2/2 with lifelink. When Zero enters, look at an opponent's hand and exile a nonland card, which its owner can still play for {2} more. A one-time tax on one card is too small for a commander.

  6. 68 Una Chin-Riley, Number One Best for big attacks

    A five-mana 4/5. Whenever you attack while your creatures have total power 8 or greater, an attacking creature gets +2/+0 and first strike. A fine 99 card for white go-wide, and too little for five mana in the command zone.

  7. 69 La'An Noonien-Singh, Security Best for big attacks

    A four-mana 4/3. Whenever you attack while your creatures have total power 8 or greater, a creature can't block this turn. One fewer blocker per attack is support for a red aggro deck, not a plan of its own.

  8. 70 Nyota Uhura, Communications Best for card draw

    A three-mana 2/4. Choose a number from 0 to 10 as she enters, and draw a card whenever an opponent casts a spell with that mana value. Choosing 2 or 3 draws in most pods, but the opponents control the pace, and that is all she does.

  9. 71 Lore, Positronic Provocateur Best for evasion

    A three-mana 2/3 artifact creature. When Lore enters, a creature gets +1/+0 and can't be blocked this turn, or you surveil 2. Choosing either mode is a dilemma for Seven of Nine, which leads Dimir far better.

  10. 72 Gabriel Lorca, Mirror Menace Best for modal spells

    A five-mana 5/4 with menace. Whenever you face a dilemma, you may pay {B} to return him from your graveyard to your hand. As a commander you would usually send him to the command zone anyway, so the ability fits a modal deck's 99 better.

  11. 73 Sylvia Tilly, Joy of Discovery Best for counters

    Three mana. Surveil 2 when she enters, and at the beginning of combat on your turn, pay {1} and exile a card from your graveyard to put a +1/+1 counter on a creature. Each exile is also a card leaving your graveyard for Vash, so she suits a Golgari 99.

  12. A four-mana 3/4. When they enter, put a +1/+1 counter on a creature or add two mana of one color. A solid body for the 99 with nothing to build around.

  13. A three-mana 1/3 that makes New Planet, a tapped land token that taps for any color. Ramp and fixing for the 99, and one more differently named land for Captain Pike or The Traveler.

  14. 76 D'Vana Tendi, Optimistic Ensign Best for untapping

    A three-mana 2/4. {T}: untap another permanent, and {3}: surveil 1. Untapping a mana rock or a creature with a strong tap ability is the use, which makes Tendi a 99 card for Simic.

  15. 77 Daniels, Temporal Agent Best for recursion

    A four-mana 3/1. When Daniels enters, return a creature card from your graveyard to your hand. A Golgari value creature for the 99, with nothing that repeats.

  16. 78 Spock, Always Your Friend Best for card selection

    Two mana. When he enters, look at the top four cards and take a noncreature, nonland card. Good card selection for an Izzet spells deck's 99, which Gray and Adira lead.

  17. 79 Wesley Crusher, Starfleet Cadet Best for flexible flash

    Four mana with flash. When he enters, choose two of four modes: a soft counterspell, bounce a creature with mana value 2 or less, make a creature unblockable, or have a player draw two then discard two. Flexible in the 99 and a dilemma for Seven of Nine, but a one-shot effect as a commander.

  18. 80 Picard, Leading by Example Best for pump

    A two-mana 2/2. {1}, {T}: another creature gets +X/+X equal to Picard's power, at sorcery speed. It scales with counters on him, but Captain Jean-Luc Picard is the Picard to build around.

Tier 6: Built for draft

Legends designed for Limited: a single effect on entry, or a body that costs too much for what it does. They are fine in a Star Trek draft and weak in the command zone.

  1. 81 Subcommander T'Pol Best for a flash answer

    A three-mana 3/1 with flash. When she enters, counter an activated or triggered ability, or tap a creature or artifact and put a stun counter on it. A useful 99 card and a one-time effect as a commander.

  2. 82 Saru, Unthreatened Best for a combat trick

    A three-mana 3/2 with flash that gives another creature hexproof until end of turn when he enters. A trick, not a commander.

  3. 83 Hoshi Sato, Exolinguist Best for card selection

    Five mana. When she enters, look at the top X cards, where X is the number of creature types among your non-Borg creatures, and take one. A five-mana dig for one card, with nothing after it.

  4. 84 Saavik, Stoic Student Best for combat removal

    Five mana with flash. When she enters, she deals damage equal to your Federation count to an attacking or blocking creature an opponent controls. Combat removal for draft.

  5. 85 Constable Odo Best for value

    A five-mana 4/3. When Odo enters, tap an opponent's creature and put two stun counters on it, or investigate twice. Fine value, with nothing to build on.

  6. 86 Commander Raffi Musiker Best for value

    A three-mana 3/2. When she enters, exile a card from a graveyard and gain 2 life, or investigate and lose 2 life. A draft playable.

  7. 87 Khan, Despot by Design Best for a one-time sweep

    A five-mana 5/4 with trample. When he enters, he deals 1 damage to each opponent and each creature they control. That clears tokens once, then he is a plain 5/4.

  8. 88 Ensign Pavel Chekov Best for lands

    A four-mana 1/5. When he enters, each opponent exiles cards from the top of their library equal to your differently named lands, and you may play one land from each pile while they stay exiled. You still need land drops to play them, so it is a slow trick even in a lands deck.

  9. 89 V'Ger, the Intruder Best for a big flyer

    A seven-mana 5/7 flying artifact creature. When it enters or attacks, look at an opponent's hand and draw a card, or give their creatures -1/-0 until your next turn. Too expensive for what it does.

  10. 90 Armus, Skin of Evil Best for discard

    A seven-mana 6/6 with menace that makes an opponent discard two cards at your end step. Its removal ability works by discarding it from your hand, which a commander can't do from the command zone, so in Commander it is a slow 6/6.

The 10 legendary Spacecraft, ranked

Since Edge of Eternities, a legendary Spacecraft or Vehicle with a power/toughness box can be your commander, and the main set has ten. They are ranked on their own because a Spacecraft is only a creature once you station it, which makes it a different kind of commander. Deep Space 9, Genesis Device, The Holodeck and Starfleet Academy are legendary too, but none can lead a deck: Deep Space 9 has no power/toughness box, and the other three are never creatures.

  1. Five mana. Whenever it enters or attacks, discover 5, and at 6 charge counters it is a 5/5 flyer. The enter trigger pays off before it is ever a creature, which makes it the best ship to lead a deck.

  2. Three mana. The first time charge counters go on it each turn, exile your top card and you may play it that turn, so stationing it is an extra card. It is colorless, so the rest of the deck must be colorless too.

  3. Four mana. When it enters or deals combat damage to a player, return a creature card with mana value 4 or less from your graveyard to the battlefield with a finality counter. Every cast is a reanimation, but it needs 10 charge counters to fly.

  4. Four mana. When it enters, the next two lands in your library go onto the battlefield tapped, so every cast ramps two lands. At 8 counters it is a 3/3 with flying and vigilance.

  5. Five mana with ward {2}, and three 1/1 Officers when it enters, which help station it. At 6 counters it is a 5/5 with flying and lifelink.

  6. Five mana for two Officers, and a 4/4 flyer at 6 counters. Colorless like the Enterprise-D, with less to show for it.

  7. Three mana. Your other creatures get +1/+0, and while it isn't a creature, each creature death adds a charge counter. It suits aristocrats, but 10 counters is a long way.

  8. Four mana. When it enters, tap an opponent's creature and stun it, and at 6 counters it is a 4/3 with flying and vigilance. A good card, a thin commander.

  9. Four mana. When it enters, destroy a tapped creature an opponent controls, and at 8 counters it is a 4/4 flyer. Removal on a recastable body, if the target is tapped.

  10. Five mana. It finds a Whale when it enters, and at 8 counters it draws on combat damage and gives you one extra turn a game if you control a Whale. A theme ship for a Whale deck.

All 90 legends at a glance

Every legendary creature in rank order. Filter by color to find the best Star Trek commander in yours, or search for one by name. For prices and the rarest printings, see our Star Trek chase cards page.

Frequently Asked Questions

How many legendary creatures are in the Star Trek set?

Scryfall lists 90 legendary creatures in the Star Trek main set (TRK), and this page ranks all of them. The set also has 10 legendary Spacecraft with a power/toughness box, which can be your commander too, for 100 possible commanders in all. The Commander decks (TRC) add their own legends, which are covered on the precon pages.

What is the best Star Trek legendary creature for Commander?

Mr. Spock, Science Officer. In a mono-blue deck built around drawing, every card you would draw becomes two. Captain Kathryn Janeway, Captain Jean-Luc Picard, Jadzia Dax, Living Legacy and Dathon, His Heart Open round out the top five. Our best Star Trek commanders guide writes up each of the top picks in full.

Do changelings count for Federation?

No. Federation counts the creature types among your non-Borg creatures. A changeling has every creature type, including Borg, so it is a Borg creature and Federation leaves it out. That applies to Captain Jonathan Archer, Sarek, Hoshi Sato and Saavik.

Why aren't Jean-Luc Picard, Luminary or The Borg Queen on this list?

They lead the Star Trek Commander decks and are printed in the Commander set (TRC), not the main set. The four precon face commanders are compared in our best Star Trek precon guide, and the precons' second commanders, such as Kor, Cause of Vengeance and Hugh, First of Many, are ranked in our best Star Trek commanders guide.

Are these rankings based on game results?

Not yet. Star Trek releases on November 13, 2026, with prerelease events from November 6, so no TurnZero HQ games have been logged with these cards. This is a read of the cards. Where a legend lands for you depends on your pod and your bracket.

Pick your Star Trek legend and see how it plays.

TurnZero HQ logs your Commander games and keeps a win-rate record for every deck, so you can see how your new commander does once it hits the table.

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